Wednesday, June 17, 2026
[Dungeon] The Shining Hexahedron
Thursday, May 14, 2026
Dirty door tricks
Doors, the lifeblood of the dungeon, or something. They show up all the time in our fantasy dungeon crawling games, yet are often underdescribed. Most of the time, it doesn't matter much. But there are a couple of question that come up during play, and you as the Referee might find yourself stuck. Quick ways to deal with this:
Which way does the door open?
Often, this is not specified neither in the key, nor the map. There are a couple of quick ways to improvize this:
- Towards the room with the higher number on the map… (e.g., the door between rooms #12 and #14 opens towards #14) [my preferred way]
- Flip a coin, roll a dice for low/high, even/odd = inward/outward
- Of course, if you have the time, consider what makes sense: if the dungeon builders/denizens want to barricade the door, then barricades only work in the room the door is swinging towards. If they want to rush out quickly, it's better to have the door swing outward. Etc.
The same
can be done for the dreaded “where are the hinges on this door” question.
And here's a d10 door table:
1-3 door swinging inward
4-6 door swinging outward
7 door sliding left
8 door sliding right
9 door sliding up
10 door sliding down
How hard is it to break down a door?
Breaking
down a regular door takes 1 turn, via a non-modified check.
For every
extra descriptor in the adventure key, breaking down the door takes +1 turn or
there is an increment penalty on the check. “Wooden” does not count towards
this.
So, “reinforced
wooden door” = “metal door” = 2 turns/-1 on the check. “Reinforced metal door”
= 3 turns/-2 on the check.
That's it, just wanted to note this stuff.
PS: a bunch of door-themed random tables over at ktrey's blog
Saturday, April 18, 2026
Take-aways from running quick pick-up games
The games were all ran on a super short notice – announced circa 30 minutes before starting time (the server has a pick-up-gamer role you can ping).
The setup is quite simple, so that we can get to the good stuff right away:
1. Searchers of the Unknown
a. Again and again, SotU proves to be the best lingua franca minimalist D&D for such quick games. If a person has played any kind of D&D, they are able to pick up right away. Of course, on the DM-side, it requires an experienced judge, who already has a bunch of rulings and tools and procedures memorized.b. A little extra thing I introduced this time was MAGIC WORD based spellcasting. It worked quite well, although no combination spells were attempted, only single-component magics.
2. Pregens!
a. Pregens are a must for such quick games. I guess you can also do the Flailsnails thing and let the players bring in any character they want (esp. if the “setting” is kitchensink), BUT, and this is my next point:b. PREGENS ARE THE SETTING! A lot can be conveyed about the game’s broader setting by the roster of pregens. If the pregens are “elf magic-user”, “dwarf fighter” and “human thief”, that’s a vanilla D&D sort of world. SotU doesn’t use classes, so instead I add a randomly generated two-word description to each character: “ruthless hero”, “vampiric acolyte”, “wild nymph”. They confer the vague vibe of the setting, help the players get into it + I also let them use these descriptors for in-game bonuses and in-setting knowledge. The equipment list is another setting-conferring element (“broadsword” and/or “energy rifle”? “chain armor” or “Kevlar vest”?)
c. In case of character death, left-over pregens can be used as backup.
3. Dungeon crawling (using a dungeon I already have), starting at the entrance
a. That’s where it’s at.4. Short session, aiming for 90 minutes (usually ends up being closer to 100-120)
a. Enough time to crawl through 4-5 rooms, have a fight, screw around with some stuff. You have to run a tight ship, sometimes cut down on random encounters to highlight the keyed stuff, but, overall, a satisfying amount of fun game stuff can happen in this timeframe.5. Tech: Discord voice chat, tldraw for shared whiteboard
Monday, March 16, 2026
Twenty-one eldritch dungeons...
- The Belly of Gargantuel (mini-dungeon inside the rotting carcass of a sea monster)
- The Chaldean Archives (30 minute dungeon, set in Assyrian ruins)
- The Golem Master's Workshop (30 minute dungeon, fun "haunted house")
- Temple of the Berserkers (minimalist OD&D fantasy adventure!)
- Outpost of Stone & Silver (OD&D/Delving Deeper science fantasy adventure!)
- Maze of Amazement & Death (minimalist OD&D/Delving Deeper dungeon, 61 rooms!)
- Bloodsoaked Gem Caverns (system-agnostic OSR dungeon, set in an abandoned mine!)
- Cave of Trials (a prehistoric initiatory dungeon for OSR games!)
- Nest of the Circuit Roaches (small system-agnostic OSR sci-fi horror dungeon!)
- Parallel Dungeons (a dimension-shifting OSR adventure, three dungeons in one!)
- Temple of the Forgotten God (16-room OSR dungeon, written as a 1-hour exercise)
- The Bleak Corridors (15-room OSR factory dungeon with a steampunk/victoriana vibe)
- Oracle of the Laughing Prophet (small 6-room lair)
- Delver's Delight (ongoing megadungeon thing, currently 3 levels completed)
- The Red Bastion (15-room OSR dungeon, the map from my GIMP mapping tutorial keyed)
- Hole of the Goblin King (hand-written one-page dungeon, OSR)
- The Dark Keep in the Snow (snowed-in yeti monastery, OSR dungeon)
- Secret Hide-Out of GLAXORZIS, that Sorcerous CREEP! (minimalist 3-level OSR dungeon that fits in a pocketmod)
- Underground Station, Long Abandoned (OSR science fantasy, post-apoc, abandoned subway hub station)
- Wreck Worship (a sea & salt themed cult dungeon, OSR)
- A Single Tomb, Unplundered... (Egyptian-style tomb adventure, for OSRIC)
Wednesday, February 4, 2026
What do I love in dungeons?
A classic element or two... Idols with gems for eyes. Secret passage behind a waterfall. Statues coming alive. Torch sconce that opens a secret door. Eyes of a portrait that follow you – animate art object or peepholes for a hidden observer? Okay, so most classic elements are about EYES and SECRETS and STATUES. Crystals, too. Crystals, fungi, tentacles. Classic archetypical dungeon stuff that gives you a buzz when it shows up. We don't get to play often. So don't skimp on the classics.
Variety and
reveals. A big change in the dungeon is always cool. Two thirds of the dungeon
might be dwarven-engineered corridors. But then you suddenly transition into a
large natural cave area. Or maybe a section is flooded. Somehow a flooded area
is the biggest fear or many players – it is a gamechanger, your lights and
movement are not as you are used to.
ROPE PLAY.
A good dungeon always provides opportunity for rope play. And masks! Uh... I
mean. Yeah, the dungeon must have places where players can satisfy their urges
to fix ropes to each other. Grappling hooks, basic mountaineering.
Verticality.
This ties in with the rope play aspect, but not only. I love balconies,
overhands, BRIDGES, esp. rope bridges, stairs, ramps. When the way forward is
also above or below. And the opportunity to spy a place before reaching it.
Which also
leads to cool architecture. You don’t have to make every room special, but
rectangular boxes become boring quickly. A couple of pillars, niches,
platforms. Think about the ceiling, is it flat, domed, vaulted? Are all doors
rectangular slabs of wood? Vault doors. Airlocks. Arched passageways. Dunno,
horizontal slits for all those slithering creatures.
Anyway, I
just wanted to put this in writing quickly.
Obligatory
links to the OSR’s classic posts, Goblin Punch’s Dungeon Checklist and
Grognardia’s Old School Dungeon Design.
don’t
forget,
ROLE PLAY
IS ROPE PLAY
and the
game is the door game
Tuesday, September 24, 2024
[Dungeon] Hole of the Goblin King
Saturday, January 20, 2024
[Dungeon] "The Arnesonium" - a Blackmoorian exercise
Saturday, April 17, 2021
Science fantasy Harpist class
The science fantasy Harpist class is a character type for OD&D/BX/whathaveyouish games. It is based on the lyrists and bards from pulp fiction, who can manipulate emotions or matter with their music. See, for example, one of the protagonists in "The Jewels of Bas" by Leigh Brackett (I wrote about it in this post), and other appearances of lyres in Brackett's sword & planet fiction. I was also influenced by the description of the "Pipes of Killorn" in "Swordsman of Lost Terra" by Poul Anderson.
“It was like the snarling music of any bagpipe, and yet there was more in it. There was a boiling tide of horror riding the notes, men's hearts faltered and weakness turned their muscles watery. Higher rose the music, and stronger and louder, screaming in the dales, and before men's eyes the world grew unreal, shivering beneath them, the rocks faded to mist and the trees groaned and the sky shook. They fell toward the ground, holding their ears, half blind with unreasoning fear and with the pain of the giant hand that gripped their bones and shook them, shook them.” (Poul Anderson, “Swordsman of Lost Terra”, Planet Stories, Nov. 1951)
So basically it's a D&D bard, but with science fantasy flavor for the powers.
|
|
|
|
Saving Throw vs. |
Powers / day |
||||||
|
Lvl |
Exp |
HD |
Poison |
Wands |
Paralysis |
Breath |
Spells |
1 |
2 |
3 |
|
1 |
0 |
1 |
13 |
14 |
13 |
15 |
13 |
1 |
|
|
|
2 |
1,500 |
1+1 |
12 |
14 |
12 |
14 |
12 |
2 |
|
|
|
3 |
3,000 |
2 |
12 |
14 |
12 |
14 |
12 |
2 |
1 |
|
|
4 |
6,000 |
2+2 |
11 |
11 |
11 |
13 |
11 |
2 |
2 |
|
|
5 |
12,000 |
3+1 |
11 |
11 |
11 |
13 |
11 |
2 |
2 |
1 |
|
6 |
25,000 |
4 |
10 |
11 |
10 |
12 |
10 |
3 |
2 |
1 |
|
|
Level 1 |
Level 2 |
Level 3 |
|
1 |
Charm Person |
Deflect Missiles, 10’ |
Charm Monster |
|
2 |
Comprehend Languages |
Deflect Rays |
Confusion |
|
3 |
Deflect Missiles |
Enthrall |
Destabilize Matter |
|
4 |
Identify |
Forget |
Disrupt Force Field |
|
5 |
Message |
Hidden Message |
Heroic Frequency |
|
6 |
Radionics |
Hold Person |
Radionics, Group Therapy |
|
7 |
Sleep |
Silence, 15’ |
Suggestion |
|
8 |
Ventriloquism |
Siren Song |
Warm Earth Music for Plants |